Fundamentals of Texturing
1h 00m | MP4 1280x720 | 545 MB
- Textures are 2D images that are designed to influence a 3D model's appearance. Whether it's simply to add color to a model like one would paint a clay sculpture, or to govern a specific material attribute, textures can be generated and painted by hand with Blender's built-in tools.
Fundamentals of Shading
1h 00m | MP4 1280x720 | 620 MB
- If "Texturing" is like a paint's color then "Shading" is like a paint's finish: matte, semi-gloss, hi-gloss, etc. Shading is what makes an object appear metallic, transparent like glass, or translucent like wax. In this course you will first learn how to construct materials for the Cycles physically-based render engine. You will see how to navigate and function inside the node editor, mix basic shader components together, as well as construct a practical material using multiple material layers influenced by image textures. These principles will establish the shader foundation you will need to construct any kind of Cycles material you can imagine.
Fundamentals of Sculpting with Clay
1h 00m | MP4 1280x720 | 1.8 GB
- This course focuses on fleshing out some of the subjects from the previous course. You will learn how to build a detachable wire armature as well as an armature stand, and you will learn various techniques for surface texturing of clay, such as skin, scars, hair and fur. We also will look at and create texture stamps to help you speed up the texturing process.
Fundamentals of Rigging
2h 00m | MP4 1280x720 | 1.6 GB
- Rigging is the art of movement preparation. Without rigging, there isn't any character, vehicle, or machinery animation. This course teaches the essential skills needed to get started with rigging in Blender.
Fundamentals of Rigged Animations
1h 00m | MP4 1280x720 | 235 MB
- Learn how to animate your rigged characters and objects using Unity's Mecanim animation system.
Fundamentals of Rendering
1h 00m | MP4 1280x720 | 685 MB
- Rendering for computer graphics is like the oven is for baking. It's the process of taking all your ingredients (3D models, shaders, lighting, animation, etc.), setting the oven temperature (render settings), and waiting for it to finish "cooking". With computer graphics, rendering takes the form of finalizing 3D elements into image or movie format. As you can imagine, the higher the quality, the longer it takes to finish rendering. So we have to ask ourselves "How fast can we get this scene to render with the least noticeable drop in quality?" Rendering really boils down to the art of compromising. And this course explains fundamental concepts of Cycles so you can understand how to make the best compromise.
Fundamentals of Particle Systems
1h 00m | MP4 1280x720 | 600 MB
- Learn how to use the Shuriken particle system in Unity to create various effects like fire, smoke, sparks and much more.
Fundamentals of Mecanim Animation
1h 00m | MP4 1280x720 | 120 MB
- Learn the basics of animation in Unity. Use the Mecanim animation system to control animation states, use parameters, transitions, and more.
Fundamentals of Materials and Textures
44m | MP4 1280x720 | 266 MB
- Learn how to use Unity's new Physically Based Shaders (PBS) with materials and texturing fundamentals. By the end of this course you should feel comfortable importing and using textures and materials in a physically based environment.
Fundamentals of Lighting
38m | MP4 1280x720 | 900 MB
- Without light nothing can be seen, thus it is extremely important. And beyond the basic requirement for sight, lighting is equally, if not more important for appeal. After you know the basics of how to illuminate, the next step for a lighting artist is developing attractive illumination. The baseline light setup is called "3 Point Lighting". The application chapter covers this as well as how to illuminate your scene entirely with a single HDRi environment texture.
Fundamentals of Game Publishing
42m | MP4 1280x720 | 100 MB
- Learn the fundamentals of how to build for PC, Mobile, and Web platforms using a variety of tools and built-in settings in Unity.
Fundamentals of FPS UI Design
2h 00m | MP4 1280x720 | 550 MB
- Learn how to build UI elements for your first person shooter including crosshairs, ammo counts, damage indicators, mini-maps and more.
Fundamentals of Dynamics
2h 00m | MP4 1280x720 | 1.1 GB
- This course introduces you to world of dynamic simulation! Things like smoke, fire, soft and hard falling objects, fabric, pouring liquids, and more - All of this is accomplished with dynamic simulation in Blender. The key is that the computer does most of the work for you, as opposed to manually having to animate super complex motion like cloth blowing in the wind. Dynamic simulation is a powerful asset in the digital artists' toolbox.
Fundamentals of Compositing
38m | MP4 1280x720 | 395 MB
- Compositing is an optimizational workflow for minimizing render iterations while maximizing your render output's editability. It's essentially the concept of separating your render into individual components that can be reconstructed and tweaked independently after rendering.
Categories: Tutorials » Other Tutorials
Fundamentals of 2D Development
1h 00m | MP4 1280x720 | 320 MB
- Learn how to build games within a 2D Environment by learning the basics of sprites, 2D physics, effectors and more. Finish off with a simple 2D platform game to tie it all together.
Categories: GFXTRA Special » Special Fonts
DeeDee Font Family | 10 x TTF
https://www.youworkforthem.com/font/T1958/deedee/
- DeeDee is a geometric sans serif typeface family of ten styles - thin, light, regular, bold, heavy in roman and italic respectably. DeeDee typeface is direct relative to older siblings of Dina family. Although all glyphs have gone through complete shape refinements, visual impression of the typeface still remains quirky by appearance.
Categories: GFXTRA Special » Special Fonts
Decima Nova Font Family | 8 x TTF
https://www.youworkforthem.com/font/T1869/decima-nova/
- Decima Nova is a geometric sans serif typeface family, built in eight styles. The typeface is ideal for use in display sizes, but also is quite legible in text and is well suited for editorial and identity design.
Creating a Procedural Terrain in Houdini
3h 22m | FLV 1280x720 | Project Files | 2.2 GB
- We'll start off this Houdini tutorial by recreating a part of the moon's surface by building custom deformation tools. For that we will look into fractals within VOP SOPs, then we'll place some pebbles and rocks on the environment. We'll be working with a simplified lunar moon rover model for this tutorial, which we'll use to deform the surface. The deformation system we create will be based on VDBs, and it will provide all the necessary attributes for the emission of the dust particles. At last we will use the particles in DOPs and create our own custom collisions to simulate the dust. By the end of this Houdini training we'll have discovered how flexible the environment is, and how well networks of different types can work together. There are a few different aspects shown here, which can be adopted in a wide range, and I use these techniques as a good starting point for many effects. Software required: Houdini 13.
Creating a Sports Magazine Cover in Illustrator and Photoshop
3h 5m | FLV 1280x720 | Project Files | 2.1 GB
- Throughout these lessons the viewer will learn how to quickly and effectively mask out the background from the reference figure, focusing particularly on the hair and how to apply printing standards for magazines. The viewer will become knowledgeable in creating a realistic vector portrait of a sports person and adding a sense of motion to it. This course will also show viewers how to use gradients to achieve a realistic finish, how to arrange the copy in an effective way, and how to use textures to add drama and make the design really stand out. By the end of this course the viewers will be able to select a color scheme that is both full of impact and has a professional finish. Software required: Photoshop CS6, Illustrator CS6.
Creating a Snake Rig for Animation in Maya
2h 27m | FLV 1280x720 | Project Files | 1.4 GB
- The purpose of this course is to demonstrate how to use existing rigging techniques in order to animate a creature that does not allow for standard rigging solutions to locomotion. The key to being a confident rigger and animator is knowing how to use existing tools in creative ways in order to meet challenges outside of the norm, and this tutorial offers a streamlined approach to the problem that does not require scripting or complex principles. Rather, we will approach this in the spirit of repurposing existing attributes of the IK system to achieve smooth and easily-customized animation. Software required: Maya 2015, After Effects CC.
Categories: Tutorials » Photography and Video
Creating a Refracting Liquid UI in After Effects and Maya
2h 21m | FLV 1280x720 | Project Files | 630 MB
- Throughout these lessons we will cover the entire process from start to finish of creating a refracting user interface that reacts to our live-action plate. We'll start off with the matchmoving process and then dive into After Effects to explore the principals of good motion design. Core fundamentals such as linear workflow and motion blur settings are also explained. We'll then jump into Maya and create a liquid simulation using the Maya pond system. All elements are then taken into NUKE where they are seamlessly composited together in the most visually appealing manner. Software required: PFTrack 2012, After Effects CC, Maya 2014, NUKE 7.
Creating a Realistic Candle Flame in Maya
1h 32m | FLV 1280x720 | Project Files | 630 MB
- In this series of tutorials, we will be learning the process of understanding and simulating a candle flame with the help of Maya fluids. We will be studying in detail the burning of candle flames. We will look at technical theories and discuss the flame's nature as well as its chemical process. We will learn how to blend such principles to CG art and bring the flame out of the wick with the help of Maya fluids. This course will teach the various technical specifications of fluids and how each and every tweak of the settings can be useful to convert the flame simulation into a realistic behavior. We will advance further into understanding the technical attributes of fluids including density, temperature, dissipation, diffusion, and velocity swirl, just to name a few. We will also look at how to bend the flame and have it react to interaction. The end result will take you to the next level of creativity and production workflow understandings.
Creating a Pegasus Using XGen in Maya
2h 29m | FLV 1280x720 | Project Files | 845 MB
- Throughout this tutorial, we'll be utilizing Maya's new suite of tools known as XGen. Originally used by Disney Animation Studios, XGen enables the user to generate curves, spheres, or custom geometry across the surface of a model. These instances can then be controlled by a host of intuitive tools, including guides, curves, expressions and also grooming brushes. To help demonstrate the key areas of XGen, we will be adding feathers, hair and fur to a basic Pegasus model. By the end of this training, you'll have a solid understanding of XGen and be fully equipped with the knowledge to move on and use this powerful tool set in your future projects. The horse model is provided by www.nonecg.com Software required: Maya 2014.
Categories: GFXTRA Special » Special Fonts
Zipsonik Font Family | 4 x TTF
https://www.youworkforthem.com/font/T5959/zipsonik